MarnokMod - (Explorable lairs)

Also, a last idea: have some of the world improvements be unique lairs, either existing improvements or new ones. Would have to perhaps limit them to being explored when they were in your cultural borders, or make it so they aren't destroyed when explored, just marked as explored, but could have unique risk/rewards for them, even possibly some of the new trait possibilities for some civs that have recently been introduced. Would make sense that you have to actually explore the lair/kick out the current residents in order to get the new trait from being inspired by that site.

Letum Frigus?
 
Sorry to misuse this thread sorts of / bug again ;). But wanted to get a question for 0.34 design out since i like to know if that is in consideration for the main-mod (so marnok or anyone from team / desingn could answer):

Are deep see lairs / the sea-part which has not been fully done in the versions publicly released going to be implemented into 0.34 to a larger degree (so deep sea lairs spawning terrors from the deep like Krakens, Speakers and the likes as well as advancing rouge bucaneers dens which grow over time if controlled by any cultural influence including barbs and spawning more powerful ships + offering more yield on higher stages of development. Sorts of akin to Lanun coves)?

What about lairs on Peaks like Griffons Nest and the likes (by far not as important imo but still perhaps a nice possibility.)?

Both whould allow for Monsters / Barbs to spawn later into the game even if the Land acessable early does get cleared fast.

It sounded here, like you have been working on it already but didn't come around to release these things. So it might have been passed over to the team codewise. (Another option whould be that the team does implement things on those lines / other additions regardless of what codebase Marnok send them).
So whould be very nice to know if we can look forward to things like that in the upcomming 0.34 first release.

(@ FFH2Team: If you haven't got anything like this and haven't considered yet, please give it a thought. Makeing the seas more interesting whould help the Game alot imo giving more sense for Players as well as AI building a sizable navy and coping with the sea. The last publicly released version of Marnoks Modmod did not suffice to make water a really interesting place. No offense meant Marnok ;)), you just didn't get around to do it until now and implementation into 'Vanilla-FFH2' did happen rather fastly.
 
Has allready been discussed here in length (Marnok knows.)

I just restated as a direct question to the team to know if it has been tackled in the internal design allready / prevent it from being overlooked...
 
def exploreLairGood(self, caster):
iPlayer = caster.getOwner()
pPlot = caster.plot()
pPlayer = gc.getPlayer(caster.getOwner())
lList = ['HIGH_GOLD', 'TREASURE', 'EXPERIENCE']
if caster.isAlive():
if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_SPIRIT_GUIDE')) == False:
lList = lList + ['SPIRIT_GUIDE']
if pPlot.isWater() == False:
lList = lList + ['ITEM_HEALING_SALVE']
if caster.getUnitCombatType() == gc.getInfoTypeForString

<SNIP>

('PROMOTION_MITHRIL_WEAPONS')) == False:
if gc.getUnitInfo(caster.getUnitType()).getWeaponTier() >= 3:
lList = lList + ['MITHIL_WEAPONS']

Went to have nose at the sea options, but noticed this (presumable) spelling mistake in the code. It'll probably have been corrected by now already, but just thought I'd mention it
 
Just had a sweet idea for something extra to add to this concept of explorable lairs: Depth!


Instead of an "Explore Dungeon" option which will almost certainly destroy the dungeon and grant you a random result, allow 2 options: "Explore Dungeon" and "Capsize Dungeon"

Dungeons will only be destroyed on a successful attempt to Capsize them, or as a small chance during exploration. Dungeons will now track a "Level" which essentially records how often they have been explored and how deadly they can be.


Explore Dungeon - The dungeon enteres into combat with your unit (by spawning a monster somewhere and then forcing your unit to attack the monster. At the end of combat the unit is returned to the Dungeon Tile, and unless you have combat animations on you'll never really see the combat happen). The monster spawned will be have a strength equal to the difference in Level of the Dungeon and the exploring unit (so first exploration of a dungeon is a "freebie" since it would be strength 0).

Rules are pretty simple: If you beat the monster you get a reward, if you lose to the monster, you are dead and the monster despawns, but the dungeon spits out a freebie Spawn monster for itself. If both you and the monster live (you retreat) then you get a bad result (Wither, capsize dungeon, lose some XP... whatever the current "bad list" might be).

Capsize Dungeon - You can only capsize a Dungeon in Neutral or Team owned Territory. Dungeon spawns a monster which is strength of double the difference in Levels of Dungeon and Explorer. If you win, the dungeon is deleted from the map. If you lose or retreat, dungeon spawns a freebie Spawn Monster (or 2).


Dungeons spawn more powerful monsters based on the Dungeon Level. So you can keep hitting up a dungeon repeatedly for chances at treasure, but the longer you do so the harder it will be to clear the dungeon off the map and protect yourself from the spawns which are getting stronger with each exploration attempt.





Accomplishing most of this might be possible with Python, but would almost certainly require you to expose a few more things to python control. If done in the DLL then it should be remarkably simple to achieve (only real difficulty woud be deciding where to spawn the "Dungeon Level" Monster and making the combat take place between the two units. Ideally it would allow you to just have them both exist on the same tile temporarily)
 
@ Nikis-Knight: Thanks for the explanation. Im not all that code-literate. Let alone having the time and mood to browse large chunks of that when just asking might suffice and i myself might need way longer than anyone well literate with that.
Also i wrote it out to point to it should it have slipped past attention.
Marnoks mod last official release had coastal lairs so ocean/deep-sea-lairs (but which have still been discussed here widely as i did allready mention) might not yet be in. But still if thats in the code all the better in my book. :)

@ Xienwolf: Sounds very neat but might be to complicated for the the main game. But definately Modmod worthy so Marnok might do, just the right thread to aks for that. :) Im all for it.
Another thing might be to carry over ideas from the Dungeon-Adventure-Modmod naturally should that come along farther...
 
Oh, it wasn't an explanation really; just that " if pPlot.isWater():" means there are at least something on water tiles.
We discussed multi-level dungeons, I think the consensus was that it was probably too much for the main mod, but could work in scenarios. But things could change, likely will, based on feedback after release in early october.
 
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